Mana Wyrm (5e Creature)
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Tiny elemental, neutral
Bioluminescent. The mana wyrm sheds dim light out to 5 feet. The more spell slots the mana wyrm has stored, the brighter it shines (up to 5 feet per spell slot, minimum 5 feet as described above).
Magic Devourer. The mana wyrm can, when using its mana siphon ability, drain a spell slot from a target. It does not gain spell slots normally, and must feed on sources of spell slots. The mana wyrm can have no more than two 1st-level spell slots at a time.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Mana Siphon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that has a spell slot. Hit: 2 (1d4) force damage, and the mana wyrm gains a 1st-level spell slot.
Recovery. The mana wyrm expends a 1st-level spell slot to cast the mana rejuvenation spell.
With the grace of nature, you envelop one living creature within range with a blessing that rapidly closes wounds and rejuvenates the target. The target regains 1d4 hit points at the start of each of its turns until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Mana wyrms are simple, glowing critters that float around feeding off of stray pockets of arcane energy, clustering around places of power such as mana fountains. They can be familiars of spellcasters, but demand more upkeep magically-speaking (in terms of feeding them mana). Mana wyrms are usually translucently blue in color, but their color can change depending on the mana they drain.